Cool mission! I like spooky stuff like that. Also nice Dark Souls reference at 29:28 a bonfire with a sword in it are used as checkpoints in that game.
@@klatre well, Bond used one to thwart the genocial plans of the russian villain Orlov. 😁 But apart from that, no, they're just decorative... expensively decorative. (I don't count 'colossal show-off' as 'practical')
@@klatre they were made around the previous turn of the century (as in, 1900) by a french guy (named fabergé) and his workshop for the russian tsar's family. they legit loved those things, that's why there's quite a few of them in spite of the (even then) high price tag (and tbf that's some badass craftsmanship, those eggs)
Some more notes, hopefully not duplicating too much as I reviewed the chat and watched the catchup in the next mission video. First, identifying the team of graverobbers (other than the scouts Ernestine and Barlowe): The leader, Wiscar, is the author of the note found at the entrance and is almost certainly the corpse found in by the lowest holy water fount at ~1:05:30. Carlos, killed by arrows in a room marked as safe, is the corpse found at 2:11:07. Chauncer, killed by undead in a room marked as safe, probably 52:07 where there is a break in a nearby wall and undead almost on top of him (I may reinstall the game and see if that area is marked as safe, but its location also matches the narrative order). Nell, the poor fellow, seems to have survived long enough to be the very first corpse you find at 18:14, having struggled from the very bottom of the caves all the way back to the surface with their wound. The "undead bait" might be the body at 34:47, but this might also be Hiram, the fellow who was trying to hide out in the catacombs after a courier job went wrong. We might have a body unaccounted for either way. Given that their client is a "wealthy crook" who is specifically avoiding informing local warden Monsegur and who doesn't care what else they steal, they were probably also hired by DeWall. Re: the weird sound at 2:47:30, working entirely from memory I think it signals the awakening of a zombie somewhere in the area. Some other items worth noting: I swear there's a readable or set of labels somewhere in the dogfighting area that name each of the dogs, including the "dog." The loot obtained at 47:50 has a really unsettling trick to it that you missed; in practice, most players will see the tomb it's at from outside its "cage" and spend a long time wandering around trying to get access. When you enter the cage from the right direction, though, it is suddenly surrounded by statues all staring in at you. There's plenty of mysteries to go around under the surface, but one notable one to me is that Albrecht's tomb seems to have been the site of some sort of disturbance emanating from the tomb itself that destroyed the surrounding complex- checking the upper doorway that you didn't pass near appears to show that it was blown outward with so much force it was embedded in the wall. Finally, the burning skull you skipped at 1:03:00 has a weird trait in your inventory - it's got blood on it. I'm not sure if the blood is still present if you douse the fire first.
Awesome breakdown of the thieves there! Big thanks for that. I did something similar to the thieves in Bonehoard first time I played it, I think I manage to map all of them bar one (body missing). The guy at 34:47 sounds more like Hiram then, as he seems to be hiding more than killed by zombies. I was hoping you were gonna say some of the loot I skipped is possible to take, but alas no.
I was a bit worried when you said you wouldn't be getting the sword because of supreme ghost requirements, but then you go and show it all on another save. Your videos are truly a step above an beyond expectations!
Undead/crypt missions are tough to keep fun from a stealth standpoint, but they really did a stellar job here. Great core gameplay, the best secret in the entire FM as far as I'm concerned, terrifying atmosphere, well hidden loot, and a true love letter to the gothic horror elements that Thief 2 sadly did away with (as good of a sequel as that was). Really couldn't have asked for much more.
Of the first 4 missions I think I liked this one the most as well, even though I'm a sucker for pagan stuff. The two things that push it above Where Old Faces Fade for me are the little "twist" where you go through the thieves den at the end, unexpected and refreshing, as well as this mission having a true great secret, both of these things I value a lot in FMs and without them I often feel like something is missing. I love FMs with unexpected twists and big secrets and I love spelunking missions, so this one was truly amazing for me.
@Wind_Falcon oh yes the holy sword? I thought you meant something else. I love it but I don't want it for Deaths dominion it won't be as scary being able to kill everything lol. It looks cool though and feels satisfying wasting zombies
GETTING THE SWORD First piece: 30:00 Inscription: 1:10:47 Second piece: 1:13:07 Third piece: 2:10:08 Assembling the pieces: 2:13:23 Fourth piece: 2:19:08 2:21:10
TBP is probably the best Thief game ever made, but it has the benefit of being a passion project. I can only imagine what Thief 2 or beyond could've been if Looking Glass had all the runway in the world. When I started your series I wasn't crazy about them until I was really playing these levels and getting so lost. I remember feeling like a lost ball in high weeds in Down in the Bonehoard and this mission makes that look like some kindergardeners made it. Love the serie my dude.
51:13 The aparition sound effects are mixed hard, the one that starts with a loud "whatsss" its both an idle chatter and also its first alert... What i did personally to be 1000% sure is to edit the sound effects. snd.crf in the RES folder of both thief 1 and 2 is actually a regular zip file with the extension changed, so you can extract it in a regular fashion using winzip, winrar or 7zip no problem, then look for its folder and duplicate the idle chatter that dosent say that "whatss" and replace it with the filename of the one that does say it to replace it and leave the one that does say it only for first and second alerts, then compress to a zip file again and rename the extension to crf. A super proffesional job would be to edit the audio itself and cut that initial "whatss" but leave the rest but im too lazy for that lol. That way you know for sure when its a first alert and no more gamble guessing.
An even better thing would be to have an option for first alerts to be shown on screen, like in the Dark Mod. Not constantly, but to be able to turn it on when you are unsure with the click of a button.
@@klatre Someone who knows what he is doing could use cheat engine since it reads the memory and could identify the alerts by the filename of the MP3 files, but that would require to alt tab out and back to check but yea, a display in the items cycle like you have in the dark mod would be simply perfect. Im surprised that after all this time since it was implemented on the dark mod, no one came up with a version for thief, not even the rough but still usefull way i mentioned creating a table for cheat engine. Also i cant remember if anyone or i mentioned this, but those aparition voices are victoria's voice reversed, what she says in the cutscene when the trickter reveals himself.
@karras6239 I tried making a mod with an item like that, but it's not ideal. Just created a thread for it called 'Alert Tracker Mod for Thief Gold/Thief2' on the TTLG forums (in the 'Thief Series / Thief Mods and Utilities' section). Unfortunately, it doesn't work with Black Parade mission for some reason (Radar mod also doesn't work). But I tested it out in seven other missions and it seems to work fine there. You do need to start a new game though. I also had a cheat-engine-like utility in 2022, but I don't think anyone was interested :)
@@WheretIB2 Delete the 'apply_dbmods 0' from the fm.cfg file in the black parade fm folder, NOT from your thief folder. Then all mods can be applied, not necessarily work though. But radar works just fine.
The gate allowed me to lean through it and the gate has holes in it where Hume can put his hands. A solid door shouldn't allow the player to frob anything through it and there are no holes. So the first isn't considered at engine exploit but the latter is.
I didnt watch till the end, but in the first stairway inside the tomb (where the connection to the other, rounded stairway exists) there is a blue loot item on one of the alcoves of the stairway. You might have missed it. Unless you go pick it up in parts where I havent watched.
@@klatre I must confess some TBP fms were so creepy I refused to explore and got out of there as soon as I checked the objectives. Didn't think I got again that constant feeling of being unsafe after all these years of Thief gaming. Amazing project ❤
Ghost Challenge #75 at 40:33.
0:00 - Intro
8:08 - Streets
18:02 - Upper tombs
41:53 - North lower tombs
48:56 - Grave warden's vigil
1:01:40 - South lower tombs
1:23:58 - Sewers
1:31:13 - Dreckboun
2:01:40 - Back in south tombs
2:15:42 - Finishing north tombs
2:50:41 - Ending
Cool mission! I like spooky stuff like that. Also nice Dark Souls reference at 29:28 a bonfire with a sword in it are used as checkpoints in that game.
1:43:17 - it's a Fabergé egg, an antique real-world collector's item for the
Cool! Does it have a practical use, or is it just decorative?
@@klatre well, Bond used one to thwart the genocial plans of the russian villain Orlov. 😁 But apart from that, no, they're just decorative... expensively decorative. (I don't count 'colossal show-off' as 'practical')
Lol I'm not well versed in Bond lore I'm afraid. Only watched 2 or 3 movies, if that.
@@klatre they were made around the previous turn of the century (as in, 1900) by a french guy (named fabergé) and his workshop for the russian tsar's family. they legit loved those things, that's why there's quite a few of them in spite of the (even then) high price tag (and tbf that's some badass craftsmanship, those eggs)
Some more notes, hopefully not duplicating too much as I reviewed the chat and watched the catchup in the next mission video.
First, identifying the team of graverobbers (other than the scouts Ernestine and Barlowe):
The leader, Wiscar, is the author of the note found at the entrance and is almost certainly the corpse found in by the lowest holy water fount at ~1:05:30.
Carlos, killed by arrows in a room marked as safe, is the corpse found at 2:11:07.
Chauncer, killed by undead in a room marked as safe, probably 52:07 where there is a break in a nearby wall and undead almost on top of him (I may reinstall the game and see if that area is marked as safe, but its location also matches the narrative order).
Nell, the poor fellow, seems to have survived long enough to be the very first corpse you find at 18:14, having struggled from the very bottom of the caves all the way back to the surface with their wound.
The "undead bait" might be the body at 34:47, but this might also be Hiram, the fellow who was trying to hide out in the catacombs after a courier job went wrong. We might have a body unaccounted for either way.
Given that their client is a "wealthy crook" who is specifically avoiding informing local warden Monsegur and who doesn't care what else they steal, they were probably also hired by DeWall.
Re: the weird sound at 2:47:30, working entirely from memory I think it signals the awakening of a zombie somewhere in the area.
Some other items worth noting:
I swear there's a readable or set of labels somewhere in the dogfighting area that name each of the dogs, including the "dog."
The loot obtained at 47:50 has a really unsettling trick to it that you missed; in practice, most players will see the tomb it's at from outside its "cage" and spend a long time wandering around trying to get access. When you enter the cage from the right direction, though, it is suddenly surrounded by statues all staring in at you.
There's plenty of mysteries to go around under the surface, but one notable one to me is that Albrecht's tomb seems to have been the site of some sort of disturbance emanating from the tomb itself that destroyed the surrounding complex- checking the upper doorway that you didn't pass near appears to show that it was blown outward with so much force it was embedded in the wall.
Finally, the burning skull you skipped at 1:03:00 has a weird trait in your inventory - it's got blood on it. I'm not sure if the blood is still present if you douse the fire first.
Awesome breakdown of the thieves there! Big thanks for that. I did something similar to the thieves in Bonehoard first time I played it, I think I manage to map all of them bar one (body missing). The guy at 34:47 sounds more like Hiram then, as he seems to be hiding more than killed by zombies. I was hoping you were gonna say some of the loot I skipped is possible to take, but alas no.
I was a bit worried when you said you wouldn't be getting the sword because of supreme ghost requirements, but then you go and show it all on another save. Your videos are truly a step above an beyond expectations!
Thanks! I love hidden stuff like that, so I couldn't go without showing it.
Undead/crypt missions are tough to keep fun from a stealth standpoint, but they really did a stellar job here. Great core gameplay, the best secret in the entire FM as far as I'm concerned, terrifying atmosphere, well hidden loot, and a true love letter to the gothic horror elements that Thief 2 sadly did away with (as good of a sequel as that was). Really couldn't have asked for much more.
Agreed, this is an astonishing mission.
1:23:12 the music here is just beautiful
Of the first 4 missions I think I liked this one the most as well, even though I'm a sucker for pagan stuff. The two things that push it above Where Old Faces Fade for me are the little "twist" where you go through the thieves den at the end, unexpected and refreshing, as well as this mission having a true great secret, both of these things I value a lot in FMs and without them I often feel like something is missing. I love FMs with unexpected twists and big secrets and I love spelunking missions, so this one was truly amazing for me.
what great secret?
@@PlasticSorcererTheOriginal There is a secret upgrade t o your sword you can get in this mission.
@Wind_Falcon oh yes the holy sword? I thought you meant something else. I love it but I don't want it for Deaths dominion it won't be as scary being able to kill everything lol. It looks cool though and feels satisfying wasting zombies
GETTING THE SWORD
First piece:
30:00
Inscription:
1:10:47
Second piece:
1:13:07
Third piece:
2:10:08
Assembling the pieces:
2:13:23
Fourth piece:
2:19:08
2:21:10
Thanks! This really helps.
TBP is probably the best Thief game ever made, but it has the benefit of being a passion project. I can only imagine what Thief 2 or beyond could've been if Looking Glass had all the runway in the world. When I started your series I wasn't crazy about them until I was really playing these levels and getting so lost. I remember feeling like a lost ball in high weeds in Down in the Bonehoard and this mission makes that look like some kindergardeners made it. Love the serie my dude.
17:07 gotta love that telepathy haha.
51:13 The aparition sound effects are mixed hard, the one that starts with a loud "whatsss" its both an idle chatter and also its first alert...
What i did personally to be 1000% sure is to edit the sound effects. snd.crf in the RES folder of both thief 1 and 2 is actually a regular zip file with the extension changed, so you can extract it in a regular fashion using winzip, winrar or 7zip no problem, then look for its folder and duplicate the idle chatter that dosent say that "whatss" and replace it with the filename of the one that does say it to replace it and leave the one that does say it only for first and second alerts, then compress to a zip file again and rename the extension to crf. A super proffesional job would be to edit the audio itself and cut that initial "whatss" but leave the rest but im too lazy for that lol.
That way you know for sure when its a first alert and no more gamble guessing.
An even better thing would be to have an option for first alerts to be shown on screen, like in the Dark Mod. Not constantly, but to be able to turn it on when you are unsure with the click of a button.
@@klatre Someone who knows what he is doing could use cheat engine since it reads the memory and could identify the alerts by the filename of the MP3 files, but that would require to alt tab out and back to check but yea, a display in the items cycle like you have in the dark mod would be simply perfect.
Im surprised that after all this time since it was implemented on the dark mod, no one came up with a version for thief, not even the rough but still usefull way i mentioned creating a table for cheat engine.
Also i cant remember if anyone or i mentioned this, but those aparition voices are victoria's voice reversed, what she says in the cutscene when the trickter reveals himself.
@karras6239 I tried making a mod with an item like that, but it's not ideal.
Just created a thread for it called 'Alert Tracker Mod for Thief Gold/Thief2' on the TTLG forums (in the 'Thief Series / Thief Mods and Utilities' section).
Unfortunately, it doesn't work with Black Parade mission for some reason (Radar mod also doesn't work).
But I tested it out in seven other missions and it seems to work fine there. You do need to start a new game though.
I also had a cheat-engine-like utility in 2022, but I don't think anyone was interested :)
@@WheretIB2 Delete the 'apply_dbmods 0' from the fm.cfg file in the black parade fm folder, NOT from your thief folder. Then all mods can be applied, not necessarily work though. But radar works just fine.
@@klatre That worked, thank you for the tip!
I'll be replaying some missions to check that it doesn't report 'silent alerts' in too many cases.
31:41 I ran out of water arrows before I knew there was a side quest and now I can't do it because I've had all the water arrows I think.
Ah bummer. I can give you a complete list of all the water arrows in the mission later if you'd like.
How does picking a pocket through a closed door in this level differ from looting the safe through the locked gate in level 2?
The gate allowed me to lean through it and the gate has holes in it where Hume can put his hands. A solid door shouldn't allow the player to frob anything through it and there are no holes. So the first isn't considered at engine exploit but the latter is.
1:30:00 i swear i couldn't open that door,i just can't believe that i didn't try a lockpick,im sure i did but it didn't work.
Do you mean the safe door? If yes, then same for me^^
@@adrianhorn49621:30:59 i dont know why i didnt timestamp corectly,it is this one.
@@adrianhorn4962this game is awesome
I didnt watch till the end, but in the first stairway inside the tomb (where the connection to the other, rounded stairway exists) there is a blue loot item on one of the alcoves of the stairway. You might have missed it. Unless you go pick it up in parts where I havent watched.
I pick it up on the way back I think. Definitely didn't miss it.
Maybe my favourite mission of the campaign...
... I don't know, this campaign is too amazing to pick the best fm 😂❤
I agree, I'm on mission 9 but this is my favorite so far.
@@klatre I must confess some TBP fms were so creepy I refused to explore and got out of there as soon as I checked the objectives. Didn't think I got again that constant feeling of being unsafe after all these years of Thief gaming. Amazing project ❤
15:13 Did you forget to close the safe, or is that no longer possible?
I forgot, but I do it at the start of the next video.
Dark Souls reference, ofc lol
How’s the forward lean is done exactly?
Alt w under certain control binds
1:52:11
45:30 - 456
😂
I prefer & like watching you play The Dark Mod because it has nicer graphics.
I understand. I will do some more dark mod eventually.
Men you aren't going the like the last mission! It ssucks ass so much
Lol so I've heard. Well, looking forward to it still.